How to Get Saxonite in Mycopunk (Farming Guide)

Where Saxonite drops, which threat levels are worth farming, the weekly sources you should clear first, and what to actually spend it on.

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Saxonite is Mycopunk's rare resource. It drops from mission completions (odds rise with threat level), is guaranteed from the weekly Overtime Assignment at level 12+, and is spent on crafting undiscovered upgrades and unlocking the Carver's Broken Frame modules.

What Saxonite Is

Saxonite is the scarcest material in Mycopunk. Unlike scrap and other common drops that pile up naturally, Saxonite trickles in from a handful of sources, which makes it the de facto time gate on the game's biggest content: secret weapons and complete upgrade collections. If you've hit a wall trying to finish the Carver chainsaw or craft that one Exotic that never drops, Saxonite is why.

What You Spend It On

UseCostNotes
Crafting undiscovered upgradesVaries per gearThe main sink; costs less Saxonite since 1.0, more normal resources instead
Unlocking Carver modules2 per module (8 total)Four modules for the Broken Frame
Boosting non-Exotic upgradesResource costAdded in update 1.7.2 for better stats

Two things Saxonite is no longer needed for: unlocking upgrades you've already found — the Ice Floes update in February 2026 removed those resource costs — and it has nothing to do with employee unlocks or achievement progress directly.

Every Saxonite Source

SourceReliabilityDetails
Overtime Assignment (weekly)GuaranteedOne Saxonite per completion; unlocks at level 12; since 1.0 it can be run at Threat 4
Cranius (weekly)ReliableWeekly reward source; reset both weeklies first, every week
Mission completionsChance-basedOnly Threat 2 and above; odds climb with threat level
Side objectivesReliable top-upPatch 1.0.2 made side objectives "provide more resources"
Lost loot terminal (HUB)PassiveCollects loot you didn't pick up, resources included — unless you're at the cap

Farming It Fast

1. Clear your weeklies first

The Overtime Assignment and Cranius rewards reset weekly, and they are the most dependable Saxonite in the game. Overtime in particular guarantees one per completion and can be run at Threat 4 since 1.0, so it's worth doing even before your build can handle higher threats. Log in, clear both, then go about your week.

2. Play the highest threat you can reliably finish

Community drop figures from before 1.0 put completion odds around 21% at Threat 4, climbing toward 30% at Threat 6 and roughly 60% at Threat 7 after patch 1.2. The 1.0 patch notes say Pigeons at Play "increased the chance of getting Saxonite from completing missions" without publishing new percentages — so treat the old table as a floor, not gospel. The rule that survives every patch: a Threat 7 wipe pays nothing, so farm the highest threat you consistently clear.

3. Do your side objectives

Since patch 1.0.2, side objectives pay extra resources and bonus XP. They also overlap with other grinds — opening locked bunkers and similar exploratory tasks progress achievements while you farm.

4. Check the mission board before dropping

Since update 1.9.2, hovering over missions on the New Atlas map shows each mission's region-specific resources. Use it to route your sessions toward whatever you're short on.

5. Empty the lost loot terminal

The terminal in the HUB collects loot you left on the field, resources included — unless you're already at that resource's cap. If you tend to sprint past drops during extraction, check it between missions.

6. Don't chase the name "Saxonite Transport"

The Saxonite Transport mission sounds like the jackpot: you escort stolen fuel and Saxonite barrels (and Hunk the truck) back to a launch pad. Nothing official says it pays more Saxonite than any other mission at the same threat level, so don't tunnel-vision on it.

Threat 1: Not Worth Your Time

The official drop table starts at Threat 2 (3% per mission in the last published figures), and community testing indicates Threat 1 missions don't drop Saxonite at all. If you're farming it, you're at Threat 4 minimum — realistically Threat 5+.

How Much You Actually Need

Budget by goal:

  • The Carver: 8 Saxonite for the four Broken Frame modules — realistically your first big Saxonite wall, and the reason most players start farming.
  • Upgrade completion: crafting every undiscovered upgrade for even one weapon consumes a pile of Saxonite, and full-collection pursuits like the Hoarder achievements scale that across the whole arsenal.

Prioritize accordingly: eight Saxonite finishes a whole secret weapon, which usually does more for a loadout than one more crafted mod for a gun you already like. Once the Carver is built, put surplus into crafting the missing pieces for your best builds — and compare the results against our weapon tier list to see if the crafting paid off.

What is Saxonite used for in Mycopunk?

Crafting undiscovered upgrades (cheaper in Saxonite since 1.0) and unlocking the four Broken Frame modules for the Carver chainsaw, at two Saxonite each.

What is the fastest way to get Saxonite?

Clear the weekly Overtime Assignment and Cranius first — Overtime guarantees one per completion — then run the highest threat level you can reliably finish, with side objectives.

Can you get Saxonite on Threat 1?

No. The drop table starts at Threat 2 (3% in the last published figures), and community testing indicates Threat 1 missions don't award Saxonite.

Did Saxonite drop rates change in 1.0?

Yes, upward. The 1.0 patch notes say the chance from completing missions was increased, but no new percentages were published — the old community table (roughly 21% at Threat 4 up to 60% at Threat 7) should be treated as a pre-1.0 floor.

Is the Saxonite Transport mission good for farming Saxonite?

Not particularly. It's an escort mission, and nothing official says it pays bonus Saxonite compared to any other mission at the same threat level.

Running the Saxonite Transport mission itself? Fix the truck covers keeping Hunk rolling and the barrels unstuck on the way to the pad.

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